/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated January 1, 2020. Replaces all prior versions.
 *
 * Copyright (c) 2013-2020, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

#ifndef Spine_VertexEffect_h
#define Spine_VertexEffect_h

#include <spine/SpineObject.h>
#include <spine/MathUtil.h>

namespace spine {

	class Skeleton;

	class Color;

	class SP_API VertexEffect : public SpineObject {
	public:
		virtual void begin(Skeleton &skeleton) = 0;

		virtual void transform(float &x, float &y, float &u, float &v, Color &light, Color &dark) = 0;

		virtual void end() = 0;
	};

	class SP_API JitterVertexEffect : public VertexEffect {
	public:
		JitterVertexEffect(float jitterX, float jitterY);

		void begin(Skeleton &skeleton);

		void transform(float &x, float &y, float &u, float &v, Color &light, Color &dark);

		void end();

		void setJitterX(float jitterX);

		float getJitterX();

		void setJitterY(float jitterY);

		float getJitterY();

	protected:
		float _jitterX;
		float _jitterY;
	};

	class SP_API SwirlVertexEffect : public VertexEffect {
	public:
		SwirlVertexEffect(float radius, Interpolation &interpolation);

		void begin(Skeleton &skeleton);

		void transform(float &x, float &y, float &u, float &v, Color &light, Color &dark);

		void end();

		void setCenterX(float centerX);

		float getCenterX();

		void setCenterY(float centerY);

		float getCenterY();

		void setRadius(float radius);

		float getRadius();

		void setAngle(float angle);

		float getAngle();

		void setWorldX(float worldX);

		float getWorldX();

		void setWorldY(float worldY);

		float getWorldY();

	protected:
		float _centerX;
		float _centerY;
		float _radius;
		float _angle;
		float _worldX;
		float _worldY;

		Interpolation &_interpolation;
	};
}

#endif /* Spine_VertexEffect_h */
